Tick vs. time -based animation

Hi. I'm a bit of a newbie and I was wondering if I could get some information/opinions on animation techniques. I've seen a few mentions (one very recently by Abuse) of tick-based animation being inferior to time-based animation. I'm pretty sure I get the two concepts -- I assume it's just a matter of defining when the environment is automatically updated.
On the one hand (tick-based) keep a tick count and after x ticks go by, move your elements.
On the other hand (time-based), update the environment, repaint (I assume this would have to be via active rendering) and then figure out how long to sleep until update/render next time, i.e. (SLEEP - timeThisCycleTook).
My first question is: Am I correct? :-) If not, please enlighten me on the two approaches.
My next question is: why is time-based so much better? It seems to me it would allow the frame rate to be more stable, though would the frames be drawn at more predictable intervals with tick-based?
Any information that would un-confuse me would be greatly appreciated! :)
-Eric

hehe, I love spawning contraversial topics :D
Your understanding of tick based V's time based appears to be correct - as for the advantages between the 2 - thats abit of a contraversial area.
Both techniques are useful, depending on the circumstances...
tick based
advantages:-
*easier collision detection
*more predictable simulation
disadvantages :-
* if used on a computer that is too slow to keep up with the tick rate,
your game will run at <100% speed. This may affect user input (if using polling),
and will also cause problems with game difficulty/balancing
(things are easier to control when they happen slower than they should)
* in multiplayer, the gamespeed will be limited by the slowest client
(which is ok for RTS type games, but very bad for FPS type games)
* on fast computers, your game will not be taking full advantage of the speed
time based
advantages :-
* networking synchronization is alot easier (and a constant speed can be maintained, even with slow clients)
* the speed of the computer is fully exploited
disadvantages :-
* collision detection is alot trickier
those are not the definitive adv/dis by any means -
just what I could come up with off the top of my head.
feel free to add/correct to them...
abu,

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